Ice and Blood (AoD2) beta2
A new map project from your favorite green being, emjlr3!
Introduction:
This is a new project started from the ground up, with some help from Rinpun and Acehart. This is somewhat of a map similar to my last project Aeon of Dominion. Two teams battle it out for domination, trying to, in the end, destroy the opponents base. Each team has 5 players, 1 base, and there are 2 medium sized lanes connecting the two. There is plenty of room to roam about and kill/do stuff out and about, outside of the main lane and/or base. You get to pick your hero, level up your abilities and stats, get neat items, and try to pwn the enemies before you get pwned yourself.
The basic idea is to have a fast paced map, with fun heroes and items, adventurous side quests, beautiful terrain, and addictive action packed game play.
Neat Features:
- Hero Selection System - select your hero with help from Vexorian's system
- Advanced Hero Attribute System - select what attributes increase when your hero levels
- Team and Solo Quests - complete quests with your team or alone, which grant team, hero and item benefits
- Entirely Unique Bases - every base tower and building is customly built
- Upgradeable Allied Creeps and Towers - boost the power of your creep waves or the strength of your towers to help defend your base
- Imported Terrain Models - neat models which make the terrain that much better
- JASS Enhanced Heroes and Items - the best spells and items you have ever seen
- Hero Roles - each hero is designed to fit a niche in game play, no more 4 nuke heroes / 4 passive heroes with no point to their existence
- Revenge Kills - exact revenge on heroes who have killed you in the past
New Ideas/Concepts:
Beacons - if anyone has played Company of Heroes, I was considering putting beacons that can be captured and held against the enemy, which can give boosts to heroes and/or the team or allied computer. I think this is a concept that would promote team play, as well as different styles of competition.
Assists - this is a tried and true concept that a few games have used to again promote team play and help to share rewards for killing heroes. AoD did not have this, but had enemy heroes drop glyphs that could be shared among the team and used for uber items. Assists could give out rewards for all those involved in hero kills.
Game Modes - as far as hero killing goes. There could be a set limit, where you can die 7 times, and that is it, so if all enemy heroes are killed that many times the game is lost. Or possibly 25 kills allowed per team. These are all different game modes that could be implemented along with normal play, at the jurisdiction of the host.
Re balance - I know that more often then not, games did not always end with the players it started with. This could help to eliminate this problem, by re balancing teams so that they are even and the game is once again fare.
Projectile Interaction - a lot of time heroes can shoot spells that in real life would hit each other, possibly negating both, or having one over power the other. This could be implemented so higher level abilities can overpower weaker ones, or that abilities of the same level would hit and dissolve on impact, exacting their effects where they explode. This would add to the realism of the game I feel.
Assists - this is a tried and true concept that a few games have used to again promote team play and help to share rewards for killing heroes. AoD did not have this, but had enemy heroes drop glyphs that could be shared among the team and used for uber items. Assists could give out rewards for all those involved in hero kills.
Game Modes - as far as hero killing goes. There could be a set limit, where you can die 7 times, and that is it, so if all enemy heroes are killed that many times the game is lost. Or possibly 25 kills allowed per team. These are all different game modes that could be implemented along with normal play, at the jurisdiction of the host.
Re balance - I know that more often then not, games did not always end with the players it started with. This could help to eliminate this problem, by re balancing teams so that they are even and the game is once again fare.
Projectile Interaction - a lot of time heroes can shoot spells that in real life would hit each other, possibly negating both, or having one over power the other. This could be implemented so higher level abilities can overpower weaker ones, or that abilities of the same level would hit and dissolve on impact, exacting their effects where they explode. This would add to the realism of the game I feel.
Thoughts/Concerns:
If you have an idea you think my map could benefit by through my reading it, please post your thought. If you have any questions or other comments, do not hesitate to let them be heard. If you are interested in lending a hand in the production, pm me with your thoughts
Full Release Progress:
Terrain - 99%
Heroes - 90%
Items - 75%
Triggers - 90%
Misc. - 85%
Heroes - 90%
Items - 75%
Triggers - 90%
Misc. - 85%
**Beta2 test now available!!!!
Beta2
- Survival now requires level 4 before it can be learned
- Minor changes here and there, and some coding updates
- All abilities now follow the QWER template
- Replaced ranged creeps missile models to be less obstructive
- Removed hero creation lag at the cost of increased load time
- Changed the way some ingame messages are presented
- Camouflage is now removed after casting a spell or attacking
- Troll Blood now gives no regeneration bonus while attacking, being attacked, or taking damage
- Fiery Rage now deals the correct bonus damage on attack
- Rewrote the Creep Camp Respawn Engine to work slightly different any be far more optimized
- Rewrote the Attribute System Engine to utilize vJASS and be more optimized
- The game now ends 60 seconds after the main base is destroyed
- Periodic gold is now awarded every 2 seconds
- Phantom Shield now properly reduces damage when the unit has its max life
- Took many steps to completely eliminate all Game Cache usage from the map, it should run smoother and bug less
Beta
- Fixed Blood Lines learned tooltips
- Fixed a hotkey conflict with Dual Slash
- Nerfed Troll Blood, though I found a bug that the regen was stacking for each level of the ability learned, so the nerf may be to severe
- Towers and Fountains now have true sight, to combat the Camouflage abuse
- Increased the speed of Life Spear slightly
- Creep waves now move in formation rank
- Moved back the first creep wave to 60 seconds after the game starts
- Added in the Horn of Cenarius at the first creep wave, as originally done in AoD
- New Hero: Cyrus, the Dragonspawn Titan
- Creep camp acquisition range changed to camp size
- Hero selection area moved to accommodate new and future heroes
Alpha
- Initial release